# Question about networking performance

**URL:** <https://forums.unrealengine.com/t/question-about-networking-performance/103013>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [November 23, 2017, 2:00pm UTC](https://forums.unrealengine.com/t/question-about-networking-performance/103013 "2017-11-23T14:00:58Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Kontur](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kontur](https://forums.unrealengine.com/u/Kontur)\
**Post date:** [November 23, 2017, 5:29pm UTC](https://forums.unrealengine.com/t/question-about-networking-performance/103013/2 "2017-11-23T17:29:00Z")

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Hi,

The best way is to test it! 🙂

As far as I know, properties marked for replication only update if their values have changed, but it still generates some overhead to actually check for these differences.

This wiki page has some great information on how replication works in Unreal:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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